//////////////////////////////////////////////////////////////
//															//
//	Writen by C.Humphrey									//
//	26/07/2007												//
//															//
//															//
//	Shader used to render a cube map to an inverted box		//
//	mesh.													//
//															//
//////////////////////////////////////////////////////////////

Texture surfaceTexture;
samplerCUBE TextureSampler = sampler_state 
{ 
	texture = <surfaceTexture> ; 
	magfilter = LINEAR; 
	minfilter = LINEAR; 
	mipfilter = LINEAR; 
	AddressU = Mirror;
	AddressV = Mirror;
};

float4x4 World : World;
float4x4 View : View;
float4x4 Projection : Projection;

float3 EyePosition : CameraPosition;

struct VS_INPUT 
{
	float4 Position	: POSITION0;
	float3 Normal : NORMAL0;	
};

struct VS_OUTPUT 
{
	float4 Position	: POSITION0;
	float3 ViewDirection : TEXCOORD2;
		
};

float4 CubeMapLookup(float3 CubeTexcoord)
{    
    return texCUBE(TextureSampler, CubeTexcoord);
}

VS_OUTPUT Transform(VS_INPUT Input)
{
	float4x4 WorldViewProjection = mul(mul(World, View), Projection);
	float3 ObjectPosition = mul(Input.Position, World);
	
	VS_OUTPUT Output;
	Output.Position	= mul(Input.Position, WorldViewProjection);	
	
	Output.ViewDirection = EyePosition - ObjectPosition;	
	
	return Output;
}

struct PS_INPUT 
{	
	float3 ViewDirection : TEXCOORD2;
};

float4 BasicShader(PS_INPUT Input) : COLOR0
{	
	float3 ViewDirection = normalize(Input.ViewDirection);	
   	return CubeMapLookup(-ViewDirection);
}

technique BasicShader 
{
	pass P0
	{
		VertexShader = compile vs_2_0 Transform();
		PixelShader  = compile ps_2_0 BasicShader();
	}
}





